Show Mucolid Spore Rules

(Entry)
Type: upgrade
EntryId: 52ea-1173-ae84-1da8
Hidden: false

Constraints:

max: 1

Profiles:

Abilities
Instinctive Behaviour:

Unless a unit with this ability is within 24" of any friendly Synapse unit, you must subtract 1 from any hit rolls made for it when shooting any target other than the nearest visible enemy unit, and you must subtract 2 from its charge roll if it declares a charge against any unit other than the nearest enemy unit.

Living Bombs:

This unit automatically passes Morale tests. Furthermore, this unit is discounted for the purposes of any victory conditions - their destruction never awards any victory points, they do not count towards the number of models controlling an objective, and they do not count when determining if a player has any models left on the battlefield. If you are playing a matched game, the creation of these units by another unit (eg. from a Sporocyst's Spore Node ability) is free, and the unit's points cost does not come out of your pool of reinforcement points.

Floating Death (Mucolid Spore):

A Mucolid Spore explodes if it is within 3" of any enemy units at the end of any Charge phase. Each time a Mucolid Spore explodes, roll a D6; on a 1 it fails to inflict an harm, on a 2-5 it inflicts D3 mortal wounds on the nearest enemy unit, and on a 6 it inflicts D6 mortal wounds on that unit. The Mucolid Spore is then destroyed.

Unit MWSBSSTWALdSave
Mucolid Spore

3"

-

-

1

3

3

1

10

6+